Magic - Corruption


Corruption affects the Body, Mind, and Spirit of the caster. This relates to changes on the character’s body as they slowly turn into a demon, which happens at 100% corruption, or by chance on death. The changes relate to the type of demon being turned into, which can have various visual clues.
Also, spells cast while having corruption have a chance to become Chaotic equal to the amount of corruption the user has (so 10% corruption is 10% for Chaos Magic).
Upon Death, a character has a chance equal to their corruption to turn into a Demon immediately, forever rendering them demonic.

Corruption Resistance

Through Rigorous Training, you can gain Corruption Resistance. This training requires you to permanently sacrifice 1 Constitution, and is done at the end of 4 weeks training which costs 20,000gp in healing costs. The training involves constantly overusing spells in small doses and rehealing your body, permanently causing damage to your body to gain some small measure of resistance against Corruption.
This resistance causes you to take half as much, rounded down, in any occasion where you would take Corruption.
For Example, lets say you can cast 6th level spells, but decide to cast a 9th level spell. This would normally cause 30% Corruption, a huge blow, but instead only causes you 15% Corruption.
Also, in instances when you would take 1% Corruption, you take 0% instead.

Healing Corruption

Corruption can be healed in multiple means to a multitude of effect.

  • Naturally: You heal at a rate of 1% per week if you have between 10% and 25% Corruption. Too much Corruption does not heal naturally whereas too little refuses to eek away entirely.
  • Physical Medication: At a cost of about 50 gp per 1%, you can heal using natural physical means, assuming you have less than 50% Corruption. You can heal up to 2% per day using these means.
  • Magical Cleansing: At a cost of about 100 gp per 1%, you can heal using magical means. You can cast this as a spell of 4th level (on the cleric and druid spell list) with material components equal to 80 gp per 1%. You can only heal this way if you have less than 75% Corruption. Ritual Spell.
  • Corruptive Osmosis: With a varying cost depending on the caster (usually at least 200 gp per healed ), you can split Corruption with a spell caster. This allows you to pool both of your Corruption, plus 10, and split this among the two of you. This is an 8th level spell any caster can cast, and has no material component. Both parties must have at most 99% Corruption. Ritual Spell.
  • Corruption Soothing: Sooth massive Corruption damage, causing your Corruption to lower to 25%. You must have at most 99% Corruption for this effect to work. You take 1 Constitution damage permanently. This is a 9th level Cleric and Druid spell that has a 10,000gp material component. This usually costs 15,000gp from a professional. Standard Action.

Bodily Harm

The effects that Corruption has on one’s body varies based upon what level of Corruption the user has gained. In general, the more Corruption gained, the more drastic the physical appearance, the more painful the injuries, and the more Chaotic their magic is. Here we cover what happens at various stages in terms of physical manifestations and bodily harm.

  • 0-4 Corruption: Minor pain and brief skin irritation when causing the Corruption.
  • 5-14 Corruption: Brief rashes of some color appear on the skin. This rash lasts longer depending on what level of Corruption you are at. 5 lasts for about 30 minutes, whereas 14 lasts for about 2 days.
  • 15-34 Corruption: Rashes that last about 2 to 3 days, then disappear for about 3 hours and a new one appears elsewhere on the body. This will keep happening until the person is below 15 Corruption. The color of the rash is always the same for an individual, but differs from person to person.
  • 35-49 Corruption: The rashes have gotten bigger, and can now appear in multiple locations. Minor changes begin to take root such as claws, webbed digits, sharp teeth, or different colored eyes. These minor changes have a chance to be permanent. Noone knows why.
  • 50-69 Corruption: The rashes now take up about 25% of a person’s body, always appear in multiple locations, and there is always at least one rash on the body. This means the pain (which is greater at this point) is constant and on different parts of the body. More extreme changes begin to take root such as the growing of horns, growing or receding of hair, or gain or loss of weight uncontrollably. To a smaller degree, any of these effects could be permanent. This could mean smaller horns, different metabolism, or slightly more or less hair growth than normal.
  • 70-89 Corruption: The rashes now take up over half of the body, and the pain has grown to be not only on the rashes, but a constant ache of the person’s bones and muscles. Drastic changes such as the forming of hooves and stubbing of wings begin to take place. Effects from this stage that could be permanent generally include possible broadening of shoulders or bigger, thicker toenails.
  • 90-96 Corruption: The rashes now take up about 90% of the body, and pain extends into the mind and reaches drastic levels. For a number of months, the person is completely debilitated and can only cast magic. They cannot even move around during this time due to the pain. Wings that cannot be flown and entirely different legs or arms form during this period, causing even more pain. Scars from the rashes can develop all over the body and possibly appendage structures could remain in place. This could mean inverted knees, hooves, bendable arms, or spikes protruding from the body.
  • 97-99 Corruption: This miniature stage reflects the literal changes to bone structure of the person as they shift size to match that of the demon. The pain is still very large and hard to bear. Hallucinations are almost constant during this stage and distinguishing friend from foe is difficult, and making the best decisions is hard especially with all of that magic in your control. The changes in size are never completely healed and generally people are slightly different heights than they were before. They may also continue to see hallucinations on occasion, but this effect is rarer.
  • 100 Corruption: You have completely turned into a demon. There is no reversing this and you are in constant pain. Your mind and soul have also been corrupted, causing you to seek pain and suffering upon others. You lose control of the character (in fact you are likely still too debilitated to do anything for a few months even as a demon). The demon cannot die and instead is renewed in the Magic Well after a few minutes to relive their torture.

Chaos Magic

Chaos Magic applies to ALL spells, and ANY ability that is spell-like (comes from magic). This effect replaces the spell being cast.
The following table shows what can happen when magic goes Chaotic:
1: Roll on this table at the start of each of your turns for 1d6 rounds. Reroll if one of these rolls is a 1.
2: For one minute, you can see any invisible creature if you have line of sight to it.
3: A small corruption construct appears and attacks the character’s foes. This creature has 6 hp, 12 AC, has a 3 to hit and deals 1d4 corruption damage.
4: A small corruption construct appears and attacks the caster. This creature has 6 hp, 12 AC, has a 3 to hit and deals 1d4 corruption damage.
5: You cast fireball as a 3rd-level spell centered on yourself.
6: You cast magic missile as a 5th-level spell.
7: Roll a d10. Your height is increased by that many inches for 2 weeks. If your height breaks a size barrier, you are considered a size larger.
8: Roll a d10. Your height is decreased by that many inches for 2 weeks. If your height breaks a size barrier, you are considered a size smaller.
9: You cast confusion centered on yourself.
10: For the next minute, you regain 5 hit points at the start of each of your turns.
11: For the next minute, you and all persons you consider an ally lose 1 hit point at the start of each of their turns.
12: You grow a long beard made of feathers that remain until you sneeze, where they explode outward, dealing 1d4 damage to you.
13: You cast grease centered on yourself.
14: Creatures have advantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
15: Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.
16: Your skin turns a vibrant shade of violet. A remove curse spell can end this effect.
17: Your skin turns a vibrant shade of red. A remove curse spell can end this effect.
18: Your skin turns a vibrant shade of green. A remove curse spell can end this effect.
19: An eye appears on your forehead. For the next minute, you have advantage on perception checks that rely on sight.
20: An eye appears on the palm of your hand. For the next minute, you have disadvantage on weapon attack rolls and must make a concentration check DC 10 plus spell level to cast a spell.
21: You teleport to the least opportune space up to 60 feet away that is unoccupied. The DM decides what this space is.
22: You are transported to the plane of Shadow until the end of your next turn. You return wherever you are in the plane of Shadow (since it is an overlapping plane).
23: You maximize the damage of the next spell you cast within the next minute.
24: You minimize the damage of the next spell you cast within the next minute.
25: Roll a d10. You age by that number of years. This can be reversed with a single casting of a remove curse spell.
26: Roll a d10. Your age is reduced by that number of years. This can be reversed with a single casting of a remove curse spell.
27: You regain 2d10 hit points.
28: Every creature you perceive to be an enemy regains 2d10 hit points.
29: You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
30: For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
31: You cast your spell as normal, but take 1 point of Corruption.
32: You cast levitate on you and everyone you perceive as an ally.
33: You cast levitate on you and everyone you perceive as an ally, except each person controls the levitation of another random person.
34: You can’t speak for the next minute. Every time you try, flames spout out of your mouth.
35: You can’t speak for the next minute. Every time you try, bugs fly out of your mouth.
36: A small bubble hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
37: You are immune to getting drunk for 5d6 days.
38: You are immediately drunk for the next 1d4 hours. Afterwards you suffer a hangover for twice as many hours that gives you disadvantage on all rolls.
39: All of your hair falls out and regrows twice as long in 24 hours.
40: For the next minute, any flammable object you touch that isn’t worn or carried by another creature bursts into flames (including your own clothing).
41: You regain 1 MP.
42: For the next minute, every time you speak it is a shout.
43: For the next minute, every time you speak it is a whisper.
44: You cast fog cloud centered on yourself.
45: You lose 1 MP. No other effect happens.
46: You cast darkness centered on yourself.
47: Up to 3 creatures chosen by you take 4d10 lightning damage. The DM then chooses an equal number of allies who also take 4d10 lightning damage. The character themselves knows this will happen and can choose less creatures if they wish.
48: You are frightened by the nearest creature until the end of your next turn.
49: Each creature within 30 feet of you except for you becomes invisible for 1 minute. Invisibility will end for a creature if it attacks or casts a spell.
50: You gain resistance to all damage for the next minute.
51: One creature of your choice that isn’t an ally gains resistance to all damage for the next minute. That creature must be engaging the party in combat. If there are no such creatures, the DM decides who gets this bonus.
52: A random creature within 60 feet of you becomes poisoned for 1d4 hours.
53: You glow with a bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you, including you, becomes blinded until the end of its next turn.
54: You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
55: Illusory butterflies and flower petals flutter in the air within 10 feet of you for either 1 year or until a remove curse spell is cast. This provides a small glow and some movement, granting a disadvantage on stealth checks.
56: You can take another action immediately.
57: Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. If this is more than your maximum health, all creatures within 30 feet of you take an additional 1d10 necrotic damage.
58: You cast mirror image.
59: You cast fly on a random creature within 60 feet of you.
60: you become invisible for the next minute. During that time, other creatures can’t hear you. Any attempt to attack or cast a spell does nothing (although MP is still used). You go through organic matter, including other creatures and food, but cannot go through inorganic matter such as walls or constructs. You are still unable to attacks or cast spells at such creatures, although they do feel you.
61: If you die in the next minute, you immediately come back to life as if by the reincarnate spell. This new body has no corruption, but any attempts to retake your old shape will cause you to have 5 additional corruption than you did before.
62: Your size category increases by one for the next minute.
63: Your size category decreases by one for the next minute.
64: You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
65: You are surrounded by faint, ethereal music for the next minute.
66: You regain 10 MP, but gain 2 Corruption.

Magic - Corruption

The Legionnaires ChrisHale